Paladin
Base Class: Paladin

The Oath of Storms demands of a Paladin the ability to embody the majestic freedom and terrible fury of the storm. Sometimes called tempests, storm knights, or hurricane warriors, these paladins live life as a whirlwind, wandering where needed and acting with relentless fervor. Some view themselves as virtuous, visiting merciless and unforeseen justice upon those who quell liberties while others revel in destruction, viewing it as a means of progress.

Many who swear this oath are devoted to ancient gods of chaos and justice. The tenants of these gods favor bold conviction and unstoppable purpose, producing an order of action and spontaneity. Followers will often adorn their armor and weapons in carved ruins that pay homage to their archaic deities, while others covet the scales and teeth of powerful storm-wielding monsters such as leviathans and blue dragons.

Tenets of The Storm

The exact words and strictures of the Oath of Storms have never been recorded formally, but paladins of this oath share these tenets.

Unburdened: Don’t grow attachments to places or things. You must be unrooted as the clouds.
Unyielding: Your loyalty to your convictions defines you. You must be relentless as the hurricane.
Unconquered: You will suffer no master nor tolerate a tyrant. The storm cows to no one, and neither shall you.
Unmuted: Your voice will ring out and be heard, empowering others to do the same. You must be as boisterous as the thunder.
Unhesitating: Your actions must be swift, and your judgements even swifter. You must be as unforgiving as the lightning.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Thunderous Advance.  As a Bonus Action, you can teleport to an unoccupied space you can see within 60 feet of you, using your Channel Divinity. When you do so, you create a thunderous boom which can be heard up to 500 feet away.

Wield the Storm. As an Action, you imbue yourself and weapon with the essence of lightning, using your Channel Divinity.

Any weapon you are holding becomes transformed into a tangible 3-foot lightning bolt. This weapon now deals 2d8 Lightning damage in place of its regular damage dice.It is a One Handed martial melee weapon with which only you are proficient with the Thrown property, out to  80/320 feet. When thrown in this way, the bolt instantly returns to your hand upon missing or striking its target. The weapon retains all original magical properties.

This effect lasts for 1 minute, or until you dismiss it at any time no action required. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

PALADIN LEVEL

SPELLS

3rd

Absorb Elements, Thunderwave

5th

Shatter, Warding Wind

9th

Call Lightning, Thunder Step

13th

Elemental Bane, Storm Sphere

17th

Cone of Cold, Control Winds

Aura of Gusts

Starting at 7th level, you exude an aura of violent winds when threatened.

The area within 10 feet of you is considered difficult terrain for your enemies. Additionally, you may convert any Lightning damage you deal in this area to Radiant damage, and any Radiant damage into Lightning damage.

At 18th level, the range of this aura increases to 30 feet.

Storm’s Herald

Beginning at 15th level, you gain immunity to Lightning and Thunder damage, and ranged attack rolls are made against you at Disadvantage. 

The Living Tempest

At 20th level, as an action, you embody the fury of a raging storm. For 1 hour:

  • You gain a fly speed of 60 feet. 
  • Allies within your Aura of Gusts gain the bonuses of your Storm’s Herald class feature. 
  • You may activate Wield the Storm as a Bonus Action at will. Additionally, when you hit an enemy with your weapon granted by Wield the Storm, you may have up to two creatures within 15 feet of the original target make a Dexterity saving throw. On a failure, they take 2d8 Lightning damage and half as much on a success as a bolt of lightning leaps to it. 

Once you use this feature, you can’t use it again until you finish a long rest.

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